Skip to main content

Case Blue: Ein Volk! Ein Reich! Ein MegaGame!

I've done a bit more mapping recently. My friends and sometime game opponents Pete and Matt are running a Megagame on Case Blue in June (see flyer below). I gone done them a map for it. 20km hexes over large swathes of southern Russia.

This one was surprisingly quick, think I've spent about 5 hours and its 80% done. I need to do the Georgia area, and the area east of the Don as these were not covered in the source map I raided. The main challenge was projection. I used a google maps screen shot Pete provided as my base map for getting things in the right place, but given the size of the earth being mapped this leads to some distortion. All maps project a spherical bumpy world on to a 2 dimension flat surface, as such you cannot keep all things in perfect proportion. My map distorts the coast a bit different to say Mark Simonitch's map for the up coming Stalingrad 44 game. Most things look pretty good but If you measured the exact distance between the Don and Volga it might be a little too close together in the north compared with the south. Fortunately most gamers never notice these things as long as it sort of looks ok.

I've gone for a white background to evoke snow, even though most of the campaign is in the autumn/summer, and I've paired it with a deep blue for the waters as it gives a clean visual contrast. In general it looks like a mid 80s style map.

If you are in the UK and want to play a 40 player + simulation of the Case Blue campaign check out Pennine mega games;


  1. It's a cracking map Simon, thanks for all the work you've done on it.




Post a Comment

Popular posts from this blog

Quick Looks; Red Star / White Eagle

I generally hate it when people describe designs or ideas in games as dated, because many of the most innovative games  are older than I am. Equally it implies there is something innately good about new designs, which I don't think there is.

Dune is arguably the best multiplayer 'war' boardgame and the 70s basic DnD is in my view still the best RPG. I wasn't born until the late 80s and didn't discover these things to the mid 2000s so this isn't nostalgia doing my thinking, its just that some old ideas are better than new ones, despite our apparent 'progress'.

But having said all this Red Star / White Eagle is a dated game design. And this matters if you are looking at popping £70 on a new reprint of it from Compass Games. I am a wary cheapskate so I picked up a second hand copy with a trashed box of ebay for £20. It was worth it, but only just.

Red Star / White Eagle is a GDW 1979 Hex and Counter wargame covering the 1920 Russo - Polish war. Everything …

Quick Play Thru: Washington's Crossing

Being a man who likes diversity I bought / pre-ordered 4 games for Christmas about dudes in flashy coats with muskets marching around road networks. I’ve already Quick looked at Nappys Nemesis 1813, Metz is yet to be released from P500, Autumn of Glory is on the shelf, so this weekend I have played Washington’s Crossing.

The Patriot opening more or less followed the script. Washington moved with his stack, crossed the Delaware with decent movement and ferry rolls and come morning was sat just outside Trenton next to Rall’s Hessian garrison. The American gets a rather scripted +5 to surprise rolls when attacking Trenton, plus it being dawn and a prepared attack gave Washington very favourable odds but the roll was terrible and Rall escaped with only 25% losses and a retreat.
Further south Greene collected a few detachments of militia and drove the other Hessian garrisons north.

The Hessians forced marched out wide forcing Washington to either hunt them down for a few extra vps, or look el…

Quick Looks: The Pacific War: From Pearl Harbour to the Philippines

Imported games have the allure of being foreign and expensive, they also often come with the glamorous trappings of bad rules translation. Pacific War is all of these things but first the good;
It’s short. I’m not being factious here, generally Pacific Theatre war games are long and complicated, which is fine but it leaves the shallow end of the dream pool rather empty. The Pacific War clocks in around 2-3 hours and feels engrossing for this life span.
You’ve got a point to point map, pretty and functional but no pageant winner, a deck of cards, and a load of counters representing ships that come in on a historical reinforcement schedule. Each year long turn you get a variable number of cards. Players take action rounds discarding a card to win the privilege of doing something and then either play an event card, or move some ships, or resupply some ships (so they can move again). Once out of cards they roll off for priority in taking more actions but if they roll doubles the year ends.